WEAPONS


 
 

The CHOICE OF  used by your character might be circumscribed by
the class of your character, but selection is otherwise a matter of your
preferences based on various factors presented hereafter. Of course, the
initial cost of the weapon might affect your selection at the beginning.
Beyond this consideration, there are factors of size and weight. The
damage inflicted by the weapon is important, as is the amount of space
required to wield it. These details are given hereafter.

Weapon Proficiency +

Reorx (god of weapons)

Q: If a character using a weapon requiring
3' (or more) of space is standing
next to other characters using weapons
requiring the same amount of
space, how many may occupy a 10'
wide hallway and still attack at no
penalty?
A: Only two. Remember that human-sized
characters occupy about 3' of
space themselves, plus the given
amounts of space for using the
weapons.
(Polyhedron #2)


 

Question: Aside from the obvious ones (pole arms and
bows), which of the listed weapons are two-handed?

Answer: A battle axe, spear, morning star and bastard sword can
be, and a bo stick, quarterstaff, two-handed sword and a trident
always are.
 

Q: What are the following weapons like in AD&D gaming:
great axe, great bow, great sword?

A: The great axe is a bardiche or halberd
(which are both poleaxes); the great bow
is a long bow or long composite bow; the
great sword is a two-handed sword.
(79.16)

Q: What does "c" mean? It?s most
often used in front of a weapon?s
length in the Players Handbook
(page 39).

A: This an abbreviation for the Latin word
circa, or "about." This is used to indicate
that a number or date is approximate.
(142.10)

Q: What is the significance of weapon
speed factors?

A: Weapon speed factors allow for comparison
among weapons. The lower the speed
factor, the quicker the weapon. Their most
common use (and the only use mentioned
in the rules) is for breaking ties on initiative.
When a tie occurs, compare weapon
speed factors; the lowest factor goes first.
However, on the first round of a melee,
when the opponents are closing, the
longer weapons have the advantage. The
advantage is also with mounted opponents
attacking or defending against unmounted
opponents and with characters who are
defending or attacking from above. Spellcasting
time is equivalent to the weapon
speed factor. That is, a weapon with a
speed factor of 3 is as slow as a threesegment
spell for purposes of tie breaking.
(150.9)

Q: How do you use the weapon to-hit
adjustment tables in the Players
Handbook (page 38) and Unearthed
Arcana (page 27)? I don?t understand
what they mean.

A: The tables list the bonus or penalty
given to a weapon against the basic armor
types. For example, the line for Axe, Hand
reads: -5, -4, -3, etc., for AC 0, AC 1,
AC 2, etc., respectively. Full plate armor
and shield gives AC 0, so a hand axe has a
-5 to hit vs. full plate armor and shield. If
the target were wearing full plate armor
+ 1 and using no shield, the adjustment is
still AC 0. However, full plate armor alone
is AC 1, so you use the AC 1 column regardless
of magical bonuses, and the hand
axe has a -4 to hit. The same holds true
for dexterity bonuses. These tables are for
attacking humans, demi-humans, and
humanoids?never for attacking monsters.
Use of the tables is strictly optional; they
were included in the game mainly to satisfy
the real history buffs who know that
certain weapons were much more effective
than others on the medieval battlefield.
(150.9)

Q: What do the following weapons
look like: bardiche, spetum, voulge,
guisarme, halberd, and scimitar?
A: Some of the less-known weapons in the
AD&D game are pictured and described in
Unearthed Arcana, pages 123-128. The
weapons depicted on these pages include
everything on your list except the scimitar.
A scimitar is simply a curved broad sword
used by Arabs and Saracens. If you?ve
seen any movies depicting the Middle East
during the crusades, you?ve seen scimitars.
(150.9)
 

Q: What does the space requirement
listed for each weapon mean?

A: The space requirement is exactly that:
the minimum space a character must have
in order to use a weapon. For example, a
fighter must be standing in a space at least
4' wide to use a battle axe. Space requirements
are cumulative; therefore, two
fighters using battle axes side-by-side
would require 8' of space.
(150.9)

Q: Can missile weapons, other than
hurled melee weapons, he used in
melee?
A: No, missiles cannot be fired or hurled
when the firing character is in melee. Furthermore,
bows and arrows are not melee
weapons and cannot normally be used in
hand-to-hand combat. A bow or crossbow
could, however, be used for pummeling
(see Unearthed Arcana, page 107).
(150.36)

Q: Is it possible to use an object for
nonlethal combat? How much damage
would a chair or bar stool do?
A: Yes, you can use odd objects for nonlethal
combat. The amount of damage such objects
can do depends on their hardness and mass.
See Unearthed Arcana, page 107.
(150.36)

Q: How far can objects be tossed or
thrown?
A: The maximum range for any tossed
object is 5" (a stone) or 3" (a flask of oil or
a vial of holy water), as long as the object
is reasonably compact. Large, bulky objects
have a maximum range of 2" or less,
depending on the situation.
(150.36)

Q. What is the best weapon in the
AD&D game?
A. This is a matter of opinion, influenced
by the intended user and circumstances
of use of the weapon.
    In terms of damage inflicted upon
opponents then there is really only
1 choice of weapon for the discerning --
the 2-handed sword.  This
implement of destruction inflicts
large amounts of damage with great
efficiency, but it has disadvantages.
It requires a large amount of empty
space to swing properly and with
gusto, by its very nature, it requires
2 hands -- thus no shield can be
used, causing a consequent drop in
AC, and many DMs do not
have magickal 2-handed swords in
their campaigns.  For many uses, the
bastard sword represents a good
compromise between the 2-handed
sword and the longsword.
    Longswords represent a good choice
for those with an interest in magickal
weaponry, as they are the most
common type of magickal sword.  The
longsword also does a reasonable
amount of damage to opponents and
can be swung in a confined space
without too much difficulty.
    For range and speed of delivery then
one of the bow weapons is best,
either the composite longbow or the
heavy crossbow.  The choice depends
upon whether fire rate or range is
judged to be the more important
factor.
    For flexibility of use, the dagger
cannot be beaten.  It can be thrown,
used in melee and makes an excellent
backup weapon in many circumstances.
Many characters -- of most
character classes -- seem to carry at
least 1 dagger tucked into a boot
sheath or similar.
    Polearms may seem an attractive
weapon at 1st glance, particularly
the ranseur and spetum which can
disarm an opponent, but they are not
quite as useful as they appear.  The
problems of carrying a 10 foot pole
down an 8 foot high corridor are
as nothing to the problems of carrying
a 10 foot pole with a blade/hook/axe
arrangement on 1 end down an
8 foot high corridor.
    And finally, for the monk at least, the
open hand is the best choice.  It is a
weapon which cannot be discovered
in a search, and monks, particularly
at high levels, cause truly horrendous
damage with their bare hands.
(Imagine #8)


WEIGHT AND DAMAGE BY WEAPON TYPE
+ HAND HELD WEAPON TYPES, GENERAL DATA, AND "TO HIT" ADJUSTMENTS

Question: With regard to weapon type “to hit” adjustments, does the table on page 38 of the PH refer to armor types without shields?
If the opponent was wearing chain and shield should we refer to column 5 (scale mail + shield/chain mail) or column 4 (chain mail + shield/splint mail/banded mail)?

Answer: Chain mail by itself is AC 5;
with shield it is AC 4. The problem lies
with determining what the “/” marks on
the Armor Class Table (PH, page 36)
mean. Each mark separates a specific
type of combination of armor which
shares the same AC rating with the oth-
ers grouped with it. A shield, when one is
listed, should be considered in conjunc-
tion with the type of armor which pre-
cedes it, not the type which comes after
the “/“. — J. Ward, W. Niebling
* * *

                       Damage vs. Opponent
Weapon Type Approximate
Weight in
Gold Pieces
Size S or M Size L Notes Length Space
Required
Speed 
Factor
0 1 2 3 4 5 6 7 8 9 10
Aklys (hurled) 35 1-6 1-3 Aklys c. 2' 2' 4 (+1) -7 -6 -5 -4 -3 -2 -1 -1 0 0 +1
Atlatl and javelin 30 1-6 1-6 Atlatl c.3' 1' n/a 0 0 0 0 0 0 0 0 0 0 0
Arrow 2 1-6 1-6 Arrow - - - - - - - - - - - - - -
Axe, Battle () 75 1-8 1-8 Axe, Battle: 1H or 2H. Fu (Chinese), liu<*>, ch'iang<*>, chi<*>, chin, yueh, chien, ch'i fu, i huang, masakari, ono. <anhkheg mandible>. Notes. c. 4' 4' 7 -5 -4 -3 -2 -1 -1 0 0 +1 +1 +2
Axe,Hand or Throwing (missile) (Throwing Axe) 50 1-6 1-4 Axe, Hand: Piso tonkeng, batak kapak. <anhkheg mandible> c. 11/2' 1' 4 -5 -4 -3 -2 -1 -1 0 0 +1 +1 +1
Bardiche 125 2-8 3-12 Bardiche: The great axe is a bardiche or halberd
(which are both poleaxes). (79.16)
c. 5' 5' 9 -3 -2 -1 -1 0 0 +1 +1 +2 +2 +3
Bec de Corbin 100 1-8 1-6 Bec de Corbin c. 6' 6' 9 +2 +2 +2 +2 +2 0 0 0 0 0 -1
Bill-Guisarme 150 2-8 1-10 Bill-Guisarme : includes Scorpion 8' + 2' 10 0 0 0 0 0 0 0 0 +1 0 0
Blowgun and needle 15 1 1 Blowgun 4'-7' 1' n/a 0 0 0 0 0 0 0 0 0 0 0
Bo stick 15 1-6 1-3 Bo Stick: 2H. Rokushakubo, staff. c. 5' 3' 3 -13 -11 -9 -7 -5 -3 -1 0 +1 0 +3
Caltrop 2-4 1 1-2 Caltrop n/a n/a n/a -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2
Club (hurled) () 30 1-6 1-3 Club c. 3' 1'-3' 4 -7 -6 -5 -4 -3 -2 -1 -1 0 0 +1
Dagger (missile) () 10 1-4 1-3 Dagger: Tanto, do-su, kozuka, aikuchi. c. 15" 1' 2 -4 -4 -3 -3 -2 -2 0 0 +1 +1 +3
Fauchard ** 60 1-6 1-8 Fauchard 
<mnemonic: why can't druids use this?>
8' + 2' 8 -3 -3 -2 -2 -1 -1 0 0 0 -1 -1
Fauchard-Fork ** 80 1-8 1-10 Fauchard-Fork 8' 2' 8 -2 -2 -1 -1 -1 0 0 0 +1 0 +1
Fist or Open Hand - - - Fist or Open Hand 2' + n/a 1 -9 -8 -7 -5 -3 -1 0 0 +2 0 +4
Flail, Footman's 150 2-7 2-8 Flail, Footman's (notes) c. 4' 6' 7 +3 +3 +2 +1 +1 +2 +1 +1 +1 +1 -1
Flail, Horseman's 35 2-5 2-5 Flail, Horseman's c. 2' 4' 6 0 0 0 0 0 0 0 +1 +1 +1 0
Fork, Military *,  ** 75 1-8 2-8 Fork, Military 7' + 1' 7 -3 -3 -2 -2 -1 0 0 +1 +1 0 +1
Garrot 1 1-4 1-4 Garrot c. 3' 11/2' 2 0 0 0 0 0 0 0 0 0 0 0
Glaive * 75 1-6 1-10 Glaive-Guisarme : includes Corteaux de Breche 8' + 1' 8 -2 -2 -1 -1 0 0 0 0 0 0 0
Glaive-Guisarme *,  ** 100 2-8 2-12 Glaive-Guisarme 8' + 1' 9 -2 -2 -1 -1 0 0 0 0 0 0 0
Guisarme ** 80 2-8 1-8 Guisarme : includes Bill/Bill Hook 6' + 2' 8 -3 -3 -2 -2 -1 -1 0 0 0 -1 -1
Guisarme-Voulge ** 150 2-8 2-8 Guisarme-Voulge : includes Lochaber Axe <place at Halberd?>. 7' + 2' 10 -2 -2 -1 -1 0 +1 +1 +1 0 0 0
Halberd 175 1-10 2-12 Halberd : Ko6, ch'i chi, pi chi, bisento. <?: Ji>
The great axe is a bardiche or halberd (which are both poleaxes). (79.16)
5' + 5' 9 0 +1 +1 +1 +1 +2 +2 +2 +1 +1 0
Harpoon (missile) 50-60 2-8 2-12 Harpoon 6-8' 11/2' 6 -3 -2 -2 -1 -1 -1 0 0 0 0 0
Hammer, Lucern ** 150 2-8 1-6 Hammer, Lucern 5' + 5' 9 0 +1 +1 +1 +2 +2 +2 +1 +1 0 0
Hammer (missile) () 50 2-5 1-4 Hammer c. 11/2' 2' 4 0 0 0 +1 0 +1 0 0 0 0 0
Hammer, war, heavy 100 1d6+1 1d6 OSRIC - - - - - - - - - - - - - -
Hook Fauchard 80 1-4 1-4 Hook Fauchard ("a weapon over 6-feet long that does 1-4 points of damage and is 25% likely to pull a man-sized or smaller victim off balance" - MM2, derro) 8' + 21/2' 9 -3 -3 -2 -2 -1 -1 0 0 0 0 -1
Javelin * (missile) 20 1-6 1-6 Javelin *: Mau. <asterisk is not clear: fix this> - - - - - - - - - - - - -
Jo Stick 40 1-6 1-4 Jo Stick: Muton, arnis. c. 3' 2' 2 -10 -9 -8 -6 -4 -2 -1 0 +1 0 +2
Knife (missile) 6 1-3 1-2 Knife c. 1' 1' 2 -6 -5 -5 -4 -3 -2 -1 0 +1 +1 +3
Lance (light horse) 1 50 1-6 1-6 Lance (light horse): Hsaio, shuo. 10' 1' 7 -3 -3 -2 -2 -1 0 0 0 0 0 0
Lance (medium horse) 1 100 2-7 2-12 Lance (medium horse) 12' 1' 6 -1 0 0 +1 +1 +1 +1 0 0 0 0
Lance (heavy horse) 1 150 3-9 3-18 Lance (heavy horse) 14' 1' 8 +4 +4 +3 +3 +2 +2 +2 +1 +1 0 0
Lasso 20 - - Lasso (10'-20') 8' + 10 0 0 0 0 0 0 0 0 0 0 0
Mace, Footman's 100 2-7 1-6 Mace, Footman's: Mace = Suan Tao Fung. <anhkheg leg> (notes) c. 21/2' 4' 7 +2 +2 +1 +1 +1 0 0 0 0 +1 -1
Mace, Horseman's 50 1-6 1-4 Mace, Horseman's: Mace = Suan Tao Fung. <anhkheg leg> c. 11/2' 2' 6 +2 +2 +1 +1 +1 0 0 0 0 0 0
Man Catcher 80 1-2 1-2 Man Catcher 8' + 21/2' 7 0 0 0 0 0 0 0 0 -1 -2 -3
Morning Star () 125 2-8 2-7 1H or 2H: includes Godentag <Goedendag : "club-spear"> and 
    Holy Water Sprinkler
c. 4' 5' 7 0 0 0 +1 +1 +1 +1 +1 +1 +2 +2
Partisan 80 1-6 2-7 Partisan : includes Bohemian Ear-Spoon 7' + 3' 9 0 0 0 0 0 0 0 0 0 0 0
Pick, Military, Footman's 60 2-7 2-8 Pick, Military, Footman's c. 4' 4' 7 +3 +3 +2 +2 +1 +1 0 -1 -1 -1 -2
Pick, Military, Horseman's 40 2-5 2-4 Pick, Military, Horseman's c. 2' 2' 5 +2 +2 +1 +1 +1 +1 0 0 -1 -1 -1
Pike, Awl 80 1-6 1-12 Pike, Awl: Pike = Mao, lembing. 18' 1' 13 -1 -1 -1 0 0 0 0 0 0 -1 -2
Quarrel (or Bolt), hand 1 1-3 1-2 - - - - - - - - - - - - - - -
Quarrel (or Bolt), light 1 1-4 1-4 - - - - - - - - - - - - - - -
Quarrel (or Bolt), heavy 2 2-5 2-7 - - - - - - - - - - - - - - -
Ranseur 4, *  50 2-8 2-8 includes Chauvres Souris, Ransom, Rhonca, Roncie, Runka 8' + 1' 8 -3 -3 -2 -1 -1 0 0 0 0 0 +1
Sap 10 1-2 1-2 Sap 1/2 1' 2 -14 -13 -12 -10 -8 -6 -5 -4 -3 -2 0
Scimitar () 40 1-8 1-8 includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. c. 3' 2' 4 -4 -3 -3 -2 -2 -1 0 0 +1 +1 +3
Sling Bullet 2 2-5 2-7 - - - - - - - - - - - - - - -
Sling Stone 1 1-4 1-4 - - - - - - - - - - - - - - -
Spear2 * () 40-60 1-6 1-8 Spear: 1H or 2H. Yari. 5'-13' + 1' 6-8 -2 -2 -2 -1 -1 -1 0 0 0 0 0
Spetum 4 50 2-7 2-12 Spetum : includes Corseque, Korseke  8' + 1 8 -2 -2 -2 -1 0 0 0 0 0 +1 +2
Spiked Buckler 35 1-4 1-3 Spiked Buckler 1' 2' 4 -7 -6 -5 -4 -3 -2 -1 0 0 0 +2
Staff, Quarter () 50 1-6 1-6 Staff, Quarter: 2H 6-8' 3' 4 -9 -8 -7 -5 -3 -1 0 0 +1 +1 +1
Staff Sling - - - Staff Sling 5' 6' 11 0 0 0 0 0 0 0 0 0 0 0
Staff Sling Bullet 5 2-8 3-9 - - - - - - - - - - - - - - -
Staff Sling Stone 4 1-8 2-8 - - - - - - - - - - - - - - -
Sword, Bastard 5 () 100 2-8 2-16 Sword, Bastard: 1H or 2H. SA: Dwarven use of bastard swords
Sword, Bastard: incl. Claymore - OSRIC. (notes).
c. 41/2' 4' + 6 0 0 0 0 +1 +1 +1 +1 +1 +1 0
Sword, Broad 75 2-8 2-7 Sword, Broad (notes). SA: Dwarven use of broad swords c. 31/2' 4' 5 -5 -4 -3- -2 -1 0 0 +1 +1 +1 +2
Sword, Falchion 60-80 2-7 2-8 Sword, Falchion c. 31/2' 31/2' 5 -3 -2 -2 -1 0 +1 +1 +1 +1 0 0
Sword, Khopesh 75 2-8 1-6 Sword, Khopesh c. 31/2' 4' 9 -7 -6 -5 -4 -2 -1 0 0 +1 +1 +2
Sword, Long () 60 1-8 1-12 Sword, Long (notes). SA: Dwarven use of long swords. Tau-kien. <translate into English> c. 31/2' 3' 5 -4 -3 -2 -1 0 0 0 0 0 +1 +2
Sword, Short 3 () 35 1-6 1-8 Sword, Short: Kris c. 2' 1' 3 -5 -4 -3 -2 -1 0 0 0 +1 0 +2
Sword, Two-handed () 250 1-10 3-18 Sword, Two-handed: 2H. No-dachi. 
The great sword is a two-handed sword. (79.16)
c. 6' 6' 10 +2 +2 +2 +2 +2 +2 +3 +3 +3 +1 0
Trident 50 2-7 3-12 Trident: 2H <?>. Magari yari, tiger lance. 4-8' + 1' 6-8 -4 -3 -3 -2 -1 -1 0 0 +1 0 +1
Voulge 125 2-8 2-8 includes Lochaber Axe 8' + 2' 10 -2 -2 -1 -1 0 +1 +1 +1 0 0 0
Whip 25-35 1-2 1 Whip 8'-20' 5-8 5-8 -14 -12 -10 -8 -6 -4 -2 -1 +1 0 +3

* These weapons do twice the damage indicated to size L creatures when set (firmly grounded) to receive a charging opponent.
** These weapons are capable of dismounting a rider on a score equal to or greater than the "to hit" score.

1: These weapons do twice the indicated damage against creatures of any size when employed by an attacker riding a charging mount.
2: This weapon does twice the damage indicated to any oponent when the weapon is firmly set to receive their charge.
3: This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
    <eg. 3.1 short sword, 3.2 gladius, 3.3 xiphos, 3.4 baselard, 3.5 short sword, 3.6 katzbalger, 3.7 model 1832 foot artillery sword, 3.8 short sword> <check these>
4: These weapons are capable of disarming an opponent on a score required to hit AC8.
5: Treat this weapon as a long sword if it is used one-handed.
<6: Ko, an ancient Chinese weapon also known as a dagger-axe in English - wikipedia. Note that the Ko might be closer to the Bec de corbin.>

HURLED WEAPON AND MISSILE TYPES, GENERAL DATA, AND "TO HIT" ADJUSTMENTS
                                                     Damage vs. Opponent     Range
Aproximate Weight in 
Gold Pieces
Approximate
Weight in Pounds
Size S or M Size L Notes<> Fire Rate S M L 0 1 2 3 4 5 6 7 8 9 10
Aklys (melee) 3.5 1-6 1-3 Aklys  (hurled) 1 1 * - - -8 -7 -6 -5 -4 -3 -2 -1 0 0 0
Atlatl and javelin (melee : javelin) 3 1-6 1-6 Atlatl (javelin) 1 3 6 9 -6 -5 -4 -3 -2 -1 0 0 +1 +1 +2
Arrow 0.2 1-6 1-6 Arrow - - - - - - - - - - - - - - -
Boomerang, War (C5) 1d6+2 1-6 C5 The Bane of Llewellyn 2 2 4 6 - - - - - - - - - - -
Bow, Composite, Long 8 - - Bow, Composite, Long (notes) (SA) 2 6 12 21 -4 -3 -2 -1 0 0 +1 +2 +2 +3 +3
Bow, Composite, Short 5 - - Bow, Composite, Short (notes) 2 5 10 18 -4 -4 -3 -3 -1 0 +1 +2 +2 +2 +3
Bow, Long 10 - - Bow, Long (SA) 2 7 14 21 -2 -1 -1 0 0 +1 +2 +3 +3 +3 +3
Bow, Short () 5 - - Bow, Short 2 5 10 15 -7 -6 -5 -4 -1 0 0 +1 +2 +2 +2
Axe, Hand (melee) 5 1-6 1-4 Axe, Hand 1 1 2 3 -6 -5 -4 -3 -2 -1 -1 0 0 0 +1
Blowgun and needle 1.5 1 1 Blowgun Needle 2 1 2 3 -14 -12 -10 -8 -6 -4 -2 -1 -1 +1 +2
Bow ^ - - - - - - - - - - - - - - - - - - -
Club (melee) 3 1-6 1-3 Club (hurled) 1 1 2 3 -9 -8 -7 -5 -3 -2 -1 -1 -1 0 0
Crossbow \/ - - - - - - - - - - - - - - - - - - -
Heavy quadruple crossbow - - - - - - - - - - - - - - - - - - -
Dagger (melee) 1 1-4 1-3 Dagger 2 1 2 3 -7 -6 -5 -4 -3 -2 -1 -1 0 0 +1
Dart 0.5 1-3 1-2 Dart 3 1 1/2 3 4 1/2 -7 -6 -5 -4 -3 -2 -1 0 +1 0 +1
Hammer (melee) 5 2-5 1-4 Hammer 1 1 2 3 -4 -3 -2 -1 0 0 0 0 0 0 +1
Harpoon (melee) 5-6 2-8 2-12 Harpoon 1 1 2 3 -6 -5 -4 -3 -2 -1 0 0 0 0 +1
Javelin (melee) 2 1-6 1-6 Javelin * 1 2 4 6 -7 -6 -5 -4 -3 -2 -1 0 +1 0 +1
Knife (melee) 0.6 1-3 1-2 Knife 2 1 2 3 -8 -7 -6 -5 -4 -3 -2 -1 0 0 +1
Lasso 2 - - Lasso 1/2 1 2 3 +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1
Quarrel (or Bolt), hand 0.1 1-3 1-2 Crossbow, Hand 1 2 4 6 -6 -4 -2 -1 0 0 0 +1 +2 +2 +3
Quarrel (or Bolt), light 0.1 1-4 1-4 Crossbow, Light () 1 6 12 28 -3 -2 -2 -1 0 0 +1 +2 +3 +3 +3
Quarrel (or Bolt), heavy 0.2 2-5 2-7 Crossbow, Heavy ()

Max. range underwater = 30'. 
(qv. P16)

1/2 8 16 24 -2 -1 -1 0 +1 +2 +3 +3 +4 +4 +4
Sling Bullet () 0.2 2-5 2-7 Sling (bullet) 1 5 10 20 -3 -3 -2 -2 -1 0 0 0 +2 +1 +3
Sling Stone 0.1 1-4 1-4 Sling (stone) 1 4 8 16 -7 -6 -5 -4 -2 -1 0 0 +2 +1 +3
Spear (melee) 4-6 1-6 1-8 Spear 1 1 2 3 -4 -4 -3 -3 -2 -2 -1 0 0 0 0
Staff Sling (melee) Bullet 0.5 2-8 3-9 Staff Sling (bullet)  1/2 - 3-6 9 -5 -4 -3 -2 -1 0 0 0 0 0 0
Staff Sling (melee) Stone 0.4 1-8 2-8 Staff Sling (stone) 1/2 - 3-6 9 -6 -5 -4 -3 -2 -1 0 0 0 0 0

    * 10-foot range only, not 10 yards.

Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = Long.

Armor Class Adjustment is based on the weapon or missile being discharged at short range.
Adjust by -2 at all medium ranges, by -5 at all long ranges.

<RANDOM MISSILE WEAPON:
1. Aklys, 2. Atlatl and javelin, 3. Long Composite Bow, 4. Short Composite Bow, 5. Long Bow, 6. Short Bow, 7. Throwing Axe, 8. Blowgun, 9. Club, 10. Heavy Quadruple Crossbow, 11. Heavy Crossbow, 12. Light Crossbow, 13. Dagger, 14. Dart, 15. Hammer, 16, Harpoon, 17. Javelin, 18. Knife, 19. Lasso, 20. Sling (Bullet), 21. Sling (Stone), 22. Spear, 23. Staff Sling.>

BOWS
Question: In ADVANCED DUNGEONS AND DRAGONS, how much damage do bows do?

Answer: None. Bows do not do damage, arrows do. However, if
you hit someone with a bow, I’d say it would probably do 1-4 points of
damage and thereafter render the bow completely useless for firing
arrows. What the bows do is allow a greater variety of ranges; all the
damage done by arrows is the same.

BOWS \ LONG BOWS

Question: Are longbows or composite longbows permis-
sible for use underground?

Answer: It is theoretically possible to use any sort of weapon under-
ground if the conditions are proper. We know of a campaign which in-
cludes catapults manned by orcs in large underground caverns. The
use of a longbow or composite longbow underground would involve
some inherent problems that should be evident to any DM (or bow
carrier) worth his salt — but they can be used. — J. Ward, W. Niebling
* * *

The great bow is a long bow or long composite bow. (79.16)

Question: We have a group of players here who insist that
they can ride on a mule in a 10-foot-wide and 10-foot-high
corridor and shoot arrows from longbows. Now, there are two
characters who say they ride side by side and do this over the
objections of the rest of the party members. I think this is
wrong. Am I right?

Answer: Yes, you are correct.
First, you cannot shoot arrows from a longbow in a dungeon that has 10-by-10-foot passageways.
Longbows are indirect fire weapons and you need lots of space to use one.
Second, as for the men: From your letter, I gather that they are wearing
plate mail. It would be extremely difficult to ride side by side in a
corridor this size with two nervous mules and two fully armored men.
The mules are not strong enough to carry what a war horse is supposed to carry. (Correction)
Mules are mostly used as pack animals.
Also, firing from the back of an animal is hard enough and to fire a longbow from one is impossible.
(Note: This answer is in error.)

BOWS \ LONG BOWS \ COMPOSITE

Question: Are longbows or composite longbows permis-
sible for use underground?

Answer: It is theoretically possible to use any sort of weapon under-
ground if the conditions are proper. We know of a campaign which in-
cludes catapults manned by orcs in large underground caverns. The
use of a longbow or composite longbow underground would involve
some inherent problems that should be evident to any DM (or bow
carrier) worth his salt — but they can be used. — J. Ward, W. Niebling
* * *

The great bow is a long bow or long composite bow. (79.16)

Q: What exactly is a composite bow?
Why should a character buy one? In
the AD&D game, a long bow costs
less and shoots farther than even a
long composite bow.

A: A composite bow is made up of layers or
wood, bone, and sinew (this is the "composite"). They are more difficult to make
than a one-piece bow (often called a self
bow), hence the greater cost. Composite
bows offer two advantages over self bows:
They are more powerful for their size; a
long self bow is longer than a man is tall; a
long composite bow has about the same
range but is only about 4' long. Composite
bows can be specially built to allow for
strength bonuses. One local campaign
figures the cost of such special bows as
equal to the base cost for the bow plus an
equal amount per bonus point of damage,
so that a bow allowing + 1 hp damage for
a 16 or 17 strength is twice normal cost, a
bow allowing +2 hp damage (18 strength)
is triple the cost, etc.
(142.71)
 


<
[Weapons, listed by damage. Included because it is fairly common to just see a damage listing for many humanoid stat blocks in the mods, with no mention of what the weapon is.]

d4
Dagger
Garrot
Hook Fauchard
Quarrel (or Bolt), light
Sling Stone
Spiked Buckler

d6
1. Arrow
2. Axe, Hand or throwing
3. Bo Stick
4. Club
5. Fauchard (pole scythe)
6. Glaive (pole knife) [incl. Couteaux de Breche]
7. Javelin
8. Jo Stick
9. Lance (light horse)
10. Mace, horseman's
11. Partisan (miniax.spear.miniax) [incl. Bohemian Ear-Spoon]
12 .Pike, Awl
13. Spear
14. Staff, Quarter
15. Sword, Short [incl. all pointed cutting & thrusting weapons with blade length between 15" and 24"]

d8
Axe, Battle
Bec de corbin (pole can opener)
Fauchard-Fork (pole scythe + fork)
Fork, Military
Scimitar [incl. Cutlass, Sabre, Sickle-sword, Tulwar, etc.]
Sword, Long

2-8
Harpoon (UA)
Morning Star (incl. Godentag and Holy Water Sprinkler)
Staff Sling Bullet (UA)
Sword, Bastard (as long sword if used one-handed)
Sword, Broad
Sword, Khopesh (UA)

Bardiche
Bill-guisarme (incl. Scorpion)
Glaive-Guisarme
Guisarme (pole-knife) (incl. Bill/Bill Hook)
Guisarme-Voulge (incl. Lochaber Axe)
Lucern Hammer
Ranseur (incl. Chauves Souris, Ransom, Rhonca, Roncie, Runka)
Voulge (pole-cleaver)
 

d4, Thief
Dagger
Garrot
Sling Stone
Spiked Buckler

d6, Thief
Arrow [short bow only]
Club
Sword, Short [incl. all pointed cutting & thrusting weapons with blade length between 15" and 24"]

>

<
SWORDS
01-65 = long sword
66-85 = broad sword
86-90 = falchion
91-95 = short sword
96-99 = bastard sword
00 = two-handed sword
>
 



Sorry...

I just noted the list of two-handed weapons.

All real pikes, not merely awl pikes, are two-handed weapons.

A sling is used one-handed after loading the pouch with a stone or lead bullet. Only a staff sling is a two-handed weapon.

Most spears and a trident can be used effectively one-handed, although they can be used with both hands.

Cheers,
Gary

          Damage vs. Opponent
Weapon Type Approximate
Weight in
Pounds
Size S or M Size L   Notes  Length Space Required Speed Factor 0 1 2 3 4 5 6 7 8 9 10
- - - - - - - - - - - - - - - - - - -

 



Joe Maccarrone wrote:
A question:

What do you think of using a single damage figure for AD&D weapons, as later editions of the game do, rather than S/M and L damage? At first I hated this idea, as I love the unique aspects of AD&D, but it would streamline combat a wee bit, and streamlining is often good...

If doing so, I have a notion to split the difference as much as possible; for example, 1-10 for a long sword rather than 1-8/1-12. Thus, S/M creatures would get hit a little harder, which isn't necessarily a bad thing, and big critters would be a little scarier to fight, which also isn't a bad thing....

Thanks!

Joe


Howdy Amigo:)

I put the damage differentiation into the AD&D game so as to give small opponents a better chance, humand a better chance against large opponents.
In the system it worked well, and the amount of bookkeeping required is minimal, so I would not change it.
 



Quote:
Now on to an actual question.
Why the devil did you put weapon speeds and THACO in th PHB when you know your average 13 old boy at the time was going to look at them and go " HUH?"....
<THACO was introduced in the DMG>

Maraudar


As I have said all too often wghen asked that very question, in a moment of madness i listened to a couterie of combat simulators who urged me to include that sort of detail.

As a matter of fact I never used modifers, and speeds only when there was a critical duel abnd there was an initiative tie.

So yes, mia ciulpa, and I should never have put those things in there 

Cheers,
Gary
 



 

CROSSBOWS

Anonymous wrote:
Oh, BTW a real question.
What did you base your damage done by crossbows on?
I was always under the impression the typical crossbow did more damage then the typical long bow (that is before the advent of the English Longbow, and composite bow).


Damage from heavy crossbow bolts was generally severe beacuse of the size of the missile and its penetration.
Of course there were no longbows used in Europe before ther Welsh longbow came into play in the hands of the Plantaganet English operating in France.

Anyway, keep in mind that the OA/D&D systems were never meant to be combat simulators, and all wise DMs ignored the few portions that lead in that direction.
Damage and hit points in any game are most probably based on game considerations that have nothing to do with actual human or animal frailties, if you will.
A 6" knife will kill a person just as dead as a 6' long two-handed sword, for example.

The actual measure of harm inclifted is tissue damage from weapon penetration of flesh, and shock to tissue--as well as vital organ damage and blood loss, of course.
In a game, details of such things are pretty well minor considerations, never to be dealt with in any sort of mechanic that is based on actuality, or else the whole reason for the game form, adventure on an onging basis with a heroic game persona, is lost.

Cheers,
Gary
 


DMPrata wrote:

Ooh, ooh — I know this one! Light crossbows do less damage then self bows, and heavy crossbows do about the same amount, but take a look at the armor type adjustments. The crossbow generally has a better chance of penetrating a plate-armored foe.
 


At close range the heavy crossbow is deadly.
It's penetratin falls off sooner than that of the longbow, and the later had a longer effective range and a much greater rate of fire than does any but a repeating (Chinese) crossbow.
The repeating crossbow has poor penetration and short range at best, however.

Gary the Wargamer

Anonymous wrote:

Wow, never caught that before. At some point, I thought crossbows were outlawed because of their advantages in warfare, but I can't remember if it was their increased accuracy, effectiveness or just that they were less expensive.

I always assumed crossbows were easier ot fire in plate mail (or heavy armor) then a long bow. This is just an assumption though.


Of course haevily armored nobles didn't like weapons that made them vulnerable to mere commoners, especially at ranges where they were unable to cut them down.

No outlawing of the crossbow was ever effectively made.

The longbow was much more effective at penetrating armor than the crossbow (Agincourt, Creasy, and Poitiers demonstrate this amply) likely because of volume of fire,
as a longbowman could release a half-dozen or more arrows in the time it took for a crossbowman to load one quarrel and crank up his bowstring to release it.

Cheers,
Gary
 


Quote:
Originally Posted by Bulldogc
Gary I got another question for u. What was going through your mind when making the crossbow stats?
Aside from the monk, there seems to be no reason at all to actually use one when even a sling is better in most respects.


What was going through my mind was mainly historical accounts of weapons. The crossbow was a major weapon for three reasons: they were easy to make, they could be used effectively by troops that had little training, the heavy ones could penetrate even plate armor at close range. Even the heavy crossbow was clearly inferior to the Welsh/English longbow and the heavy composite Eastern bow, and the bamboo (very) longbow of the samurai.

A sling can not be used where a flat trajectory is required, and one employing a sling must have room to swing it. The use of a sling requires a lot of training too, and specially cast tapered broinze missiles for good armor penetration. OTOH, the Incas were dropping armored Conquistadores with their egg-sized stone missiles.

Cheers,
Gary


Quote:
Originally Posted by Bulldogc
ah, yea i guess that makes some sense just a followup to it. can a crossbow be specialy crafted to take advantage of stronger people to increase projectile damage?


Bulldogc,

You aren't the first persn to ask me that question <embarrassment>

As the heavy crossbows were all cranked or otherwise wound  to them, the answer has to be no. However...

A character with considerable strength (as the DM determines) could probably  a light crossbow without benefit of the usual lever used, so rate of fire could be increased. A very powerful character might be able to haul the string of a heavy crossbow back with a claw lever, thus firing it as rapidly as a light one.

FWIW,
Gary

PS. If those stupid smiley faces appear another time, they stay. They evidently are a computer generated editing of the word "c*o*c*k" as in what one does to ready a crossbow or firearm for immediate firing. that not to be confused with a male chicken <devious>


Dwayanu wrote:
I've long refereed "little booklets" D&D, enjoying AD&D as a player. Lately I've been delving into the books with an eye to DMing.

One curious omission is that they do not specify which weapons must be wielded two-handed.

The most (but far from only!) contentious subject in my experience is the "battle axe." In my own view, the "hand axe" would include the francisca; the "bardiche" seems to me to cover two-handed battle-axes shorter than a poleaxe. In game terms, the "battle axe" seems a poor choice if two-handed.

Whatever guidance you care to offer would be much appreciated.

I'm glad to see that you are at last free to concentrate on creative work rather than commercial frustrations. I thank you, and wish you all the best.
 


First and foremost, the FRPG is not a combat simulation.
It is something entirely different. 

As for what weapons need to be used with both hands, well that's a matter of common sense. the bow is one, so is the two-handed sword.
All pole arms, long spears, and pikes need both hands.
A battle axe if a relativelt short-hafted weapon that is wielded with one hand. although two can be usedm as with a bastard sword..

Cheers,
Gary
 

Dwayanu wrote:
Thank you!

I value the insight into your intent. I don't think "combat simulation" is what interests those for whom I have inquired.

To halflings most weapons they can wield are two-handed.
To ogres and their ilk most human weapons that they can use are one-handed.
To worry about that sort of thing verges on wargaming...combat simulation

Cheers,
Gary
 


uaintjak wrote:
Greets, Gary.

Quick question (sorry, AD&D related)

Footman's mace, footman's flail...one or two-handed?

Danke!
 


Both weapons are essentially two-handed ones, although a strong and skilled warrior could weild either single-handed with some effect I should think.

Cheers,
Gary

Quote:
4.) Lastly, (and forgive me if you've answered this) if there is one rule/concept you would change in AD&D 1st edition after the fact, what would it be?

Thanks,

Remathilis
 


Yes! First, I'd remove the psionics material, possibly adding it back in later on, having been able to spend more time and being very careful to see that it meshed better with the magic system in the game.

Next, I'd drop the weapon speed and weapon vs. armor material, as those are seldom used and generally slow and complicate play. Those considerations could be picked up in a special "duelling" supplement or the like.

BTW, when I am DMing AD&D, I tend to ignore rules that get in the wat of the flow of the game. When I have said so before an audience, there have always been some audience members who expressed shock, not to say horror and disbelief. I aon't a rules lawyer, and I believe my own advice--ignore and change as the DM sees fit to make the players' involvement intense and the game be a compelling experience

Cheers,
Gary

Cheerio,
Gary
 


Quote:
Originally posted by Cias the Noble
4. I have noticed in the PHB that composite long bows have a shorter range (for short or medium range, but the same long range) and worse armor class “to hit” adjustments than regular long bows (in reality composite bows are MUCH better than regular bows). In fact the only benefit that I can see to using a composite long bow over a regular long bow is that the composite variety weighs 80 g.p. instead of 100 g.p. Is there a reason the composite long bows seem to be inferior?


Composite bows of laminate horn, sinue, etc. are assumed to have a high velocity over a shorter range, thus the shorter initial ranges.
They employ lighter arrows than do long self bows.
From my reading they were inferior to the long self bow, just as the stats indicate.
This is a judgement call, of course 
 


Quote:
Originally Posted by Tuzenbach
Gary,

Here's an old one, but a good one (I hope! <paranoid> ). Crafting the rules for AD&D way back when, what exactly (or approximately, even! <devious> ) was going through your head as to the differentiation between the "long sword" versus the "broad sword". Thanks!


It was the differences between the two weapons, namely a thinner blade with a thrusting point for the longsword.
the broadsword is more of a cleaving only weapon, altough it can be thrust.

Cheers,
Gary
 


Quote:
Originally Posted by Sanguinemetaldawn
Greetings Col,
I have some questions about the weapon details on pages 26-27 of 1E Unearthed Arcana.


As AD&D is now the IP of wizards of the Coast, I do not make any comments on the system. I'll make exceptions where the answer is general and not specific to the rules proper.


Quote:
Originally Posted by Sanguinemetaldawn
For the length listing, does that include the hilt/grip? Especially the Two-Handed Sword....its listed at 6'. If that is 6' of blade, that strikes me as monstrously unwieldy.
Also, the table lists the Bardiche at 5' and the Battle Axe at 4'. I always imagined the Bardiche as a Pole Axe, and longer than 5'. Am I just plain wrong? Maybe I should be thinking of something else?


The lengths were entire, not just for the blade, and a two-handed sword was gripped on hilt and lower blade. They were unwieldy for all but very strong men, and even then if the wielder missed likely he was dead.

A bardiche is not a long poke arm, but rather a short one, and the blade of the weapon is typically about two or two and a half feet long otr even longer. It is not an axe but rather more of a cleaver-type weapon.


Quote:
Originally Posted by Sanguinemetaldawn
For the Space Required listing...
Is that radius or diameter?
Was there a particular way you expected it to be used?
Generally we wouldn't bother with this except when crawling through narrow tunnels or the like. How was this used when miniatures were employed?


It was ignored. The AD&D game was not designed to be a cmbat simulation, and the information should likely have been omitted.


Quote:
Originally Posted by Sanguinemetaldawn
For the weapon To Hit modifier versus Armor Class...
One thing that has frustrated me is the way the same modifer applied to different armor situations...
For example, a Lucern Hammer recieves a +2 against AC 4.
But AC 4 applied to Chain + Shield, Banded, Splint, and Bronze Plate. This seems like a highly varied situation. Was this essentially a simplification?


See above :\


Quote:
Originally Posted by Sanguinemetaldawn
Also, how did you arrive at these modifiers?
Was it a matter of personal knowledge and research plus some educated guesswork?
Something else?
Any references you'd recommend on this?


My roots are in military history and military miniatures gaming. I read a lot of books about arms and armor, and then used educated guesswork based on a few solid historical references regarding the efficiacy off weapons versus armor and vice versa.

In all, I included the details because of insistance of some avid palyers that were in touch with me, regretted listening to them, for the RPG is not suited to combat simulation.


Quote:
Originally Posted by Sanguinemetaldawn
Finally...
There are a few weapons that unhorse or disarm on the right to hit roll.
For example a Guisarme would dismount a rider if it hits, and the Ranseur would disarm if it hit an AC 8.

1) Was the player required to announce they were attempting a disarm or dismount? Was choice required for the intended effect? (damage or dismount but not both?) Was the result an automatic side effect if the conditions were met?


The latter. that is the advantage of the pole-arm


Quote:
Originally Posted by Sanguinemetaldawn
2) Were these hit results supposed to account for AC versus Armor type?
For example, the Guisarme has a -3 to hit AC 1. Now lets say a third level fighter is attacking a horsed opponent wearing Full Plate (no shield) with a Guisarme and rolls a 19. Normally this hits, but after weapon versus armor type is misses.
Does this mean that the opponent is unhorsed but takes no damage? Or is the attack considered a total miss?


As I noted above, we never used the weapons vs. armor type adjustments.


Quote:
Originally Posted by Sanguinemetaldawn
Thanks for dealing with so many questions.


Welcone...for such as my answers are <paranoid>

Cheers,
Gary
 


Quote:
Originally Posted by Sanguinemetaldawn
Greetings again Col.

Anyway, I have a question about weapon esoterica that has been bugging me, and hopefully I can draw on your historical expertise.

The question has to do specifically with Horseman's weapons vs Footman's weapons (maces, flails, etc).

Now, my understanding has been that Horseman's weapons were typically smaller/lighter than the footman's weapon of the type, the reasons being that generally only one hand was free (the other hand gripping the reins/shield/etc.) and greater control was necessary in order to avoid cracking one's mount on the head.

This seems to be corroborated by your damage listings for the weapons in 1st Ed. D&D
 

I recently read (can't remember where) that horseman's weapons needed to be longer, that a greater reach was required since they were striking from atop horseback. Although I don't remember the site, I remember it being reputable.

And both positions sound reasonable, which creates a bit of a tension in terms of developing weapons useful for attacking from horseback.

Any light you can shed on this? Would certainly be appreciated.


Hmmm...

I have no idea who asserted that horsemen's weapons had to be longer than those of footmen. To the best of my knowledge that is simply not the case. Horsemen used swords no longer than most footmen, shorter than many such as the hand-and-a-half and two-handed sword. Horsemen's lances were c.14' long, while long spears were 16' in length, pikes from 18' to 21'. A horsman's mace as well as war hammer and flail are considerably shorter than the large ones used two-handed by footmen.

In point of fact, horsemen generally fought other horsemen or rode down footmen not able to keep them at bay.

Cheers,
Gary

SWORD \ BASTARD

Q: What is a bastard sword?s space
requirement and speed factor when
used one-handed?
A: The same as when it is used two-handed.
(150.10)

Q: If a fighter is specialized (or double
specialized) in a bastard sword,
does he get the specialization bonuses
when using the sword twohanded
and one-handed?
A: A bastard sword is primarily a twohanded
weapon. For purposes of game
balance, it is best to limit specialization
bonuses to two-handed use (or let the
player choose).
(150.10)
 

BATTLE AXE
Q: Why isn?t the battle axe listed as a
two-handed weapon on table 49?
A: Battle axes were used with two
hands, at least sometimes. Perhaps
the battle axe should be treated like
a bastard sword, with two sets of
statistics.

A battle axe is not a two-handed
weapon. It is true that battle axes were
often used with two hands, but this was
because a man without a shield did not
have anything better to do with his free
hand and the axe?s long haft provided
space for the additional grip. If you want
to experiment with statistics for twohanded
use, improve the speed factor and
AC adjustment for all armor types by + 1
and increase the damage inflicted to 3-9
(2d4 + 1). Weight, length, and space required
are unchanged. The improvements
reflect the extra muscle the wielder gains
from using two hands.
(151.9)


RANDOM WEAPON TABLE (PH+UA)

1. Aklys - 2 gp
2. Atlatl - 1 gp
3. Axe, battle - 5 gp
4. Axe, hand or throwing - 1 gp

5. Bardiche - 7 gp
6. Bec de corbin - 6 gp
7. Bill-Guisarme - 6 gp
    8. Scorpion
9. Blowgun - 20 gp
10. Blowgun Needle - 1 sp
11. Bow, composite short - 75 gp, 5#
12. Bow, composite, long - 100 gp, 8#
13. Bow, long - 60 gp, 10#
14. Bow, short - 15 gp, 5#
    Arrow, normal, single - 2 sp
    Arrow, normal, dozen - 1 gp
    Arrow, silver, single - 1 gp
15. Caltrop - 2 sp
16 .Crossbow, hand - 300 gp
    Quarrels for same - 100 gp
17. Crossbow, heavy - 20 gp, 8#
18. Crossbow, light - 12 gp, 5#
19. Dagger and scabbard - 2 gp
20. Dart - 5 sp
21. Fauchard - 3 gp
22. Fauchard-Fork - 8 gp
23. Flail, footman's - 3 gp
24. Flail, horseman's - 8 gp
25. Fork, Military - 4 gp
26. Garrot - 1 ep
27. Glaive - 6 gp
    28. Couteaux de Breche
29. Glaive-Guisarme - 10 gp
30. Guisarme - 5 gp
    31. Bill
    32. Bill Hook
33. Guisarme-Voulge - 7 gp
    34. Lochaber Axe
35. Halberd - 9 gp
36. Hammer, Lucern - 7 gp
37. Hammer - 1 gp
38. Harpoon - 5 gp
39. Hook Fauchard - 6 gp
40. Javelin - 10 sp
41. Knife & scabbard - 1 gp
42. Lance - 6 gp
43. Lasso - 5 sp
44. Mace, footman's - 8 gp
45. Mace, horseman's - 4 gp
46. Man Catcher - 25 gp
47. Morning star - 5 gp
    48. Godentag
    49. Holy Water Sprinkler
50. Partisan - 10 gp
    51. Bohemian Ear-Spoon
52. Pick, Military, footman's - 8 gp
53. Pick, Military, horseman's - 5 gp
54. Pike, awl - 3 gp
    Quarrel (or Bolt), light, single - 1 sp
    Quarrel (or Bolt), heavy, score - 2 gp
55. Ranseur - 4 gp
    56. Chauves Souris
    57. Ransom
    58. Rhonca
    59. Roncie
    60. Runka
61. Sap - 1 gp
62. Scimitar - 15 gp
    63. Cutlass
    64. Sabre
    65. Sickle-sword
    66. Tulwar
67. Sling & Bullets, dozen - 15 sp
    Sling Bullets, score - 10 sp
68. Spear - 1 gp
69. Spetum - 5 gp
    70. Corseque
    71. Korseke
72. Spiked Buckler - 10 gp
73. Staff Sling - 2 gp
74. Sword, bastard, & scabbard - 25 gp
75. Sword, broad, & scabbard - 10 gp
76. Sword, falchion, and scabbard - 10 gp
77. Sword, khopesh - 10 gp
78. Sword, long, & scabbard - 15 gp
79. Sword, short, & scabbard - 8 gp
    80. gladius
    81. xiphos
    82. baselard
    83. cinquedea
    84. katzbalger
    85. model 1832 foot artillery sword
86. Sword, two-handed - 30 gp
87. Trident - 4 gp
88. Voulge - 2 gp
89. Whip - 3 gp